// Constructor public MoveEffect( MoveEffectType effectType, MoveEffectTiming effectTiming = MoveEffectTiming.Unique, MoveEffectTargetType effectTargetType = MoveEffectTargetType.Unique, IEnumerable <MoveEffectFilter> effectFilters = null, float effectChance = -1, bool forceEffectDisplay = false, bool[] boolParams = null, float[] floatParams = null, string[] stringParams = null, bool sheerForceEffect = false ) : base(boolParams, floatParams, stringParams) { this.effectType = effectType; this.effectTiming = effectTiming; this.effectTargetType = effectTargetType; this.effectFilters = new HashSet <MoveEffectFilter>(); if (effectFilters != null) { this.effectFilters.UnionWith(effectFilters); } this.effectChance = effectChance; this.forceEffectDisplay = forceEffectDisplay; this.sheerForceEffect = sheerForceEffect; }
public List <EffectDatabase.MoveEff.MoveEffect> GetEffectsNewFiltered(MoveEffectTiming timing) { List <EffectDatabase.MoveEff.MoveEffect> effects = new List <EffectDatabase.MoveEff.MoveEffect>(); for (int i = 0; i < effectsNew.Count; i++) { if (effectsNew[i].timing == timing || effectsNew[i].timing == MoveEffectTiming.Any) { effects.Add(effectsNew[i]); } } return(effects); }
public List <MoveEffect> GetEffectsFiltered(MoveEffectTiming timing) { List <MoveEffect> effects = new List <MoveEffect>(); for (int i = 0; i < moveEffects.Count; i++) { if (moveEffects[i].effectTiming == timing || moveEffects[i].effectTiming == MoveEffectTiming.Any) { effects.Add(moveEffects[i]); } } return(effects); }